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		[page:Object3D] &rarr; [page:Camera] &rarr;

		<h1>[name]</h1>
		<p class="desc">
			Camera that uses
			[link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection].<br /><br />

			In this projection mode, an object's size in the rendered image stays
			constant regardless of its distance from the camera.<br /><br />

			This can be useful for rendering 2D scenes and UI elements, amongst other
			things.
		</p>

		<h2>Code Example</h2>
		<code>	
		const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
		scene.add( camera );
		</code>

		<h2>Examples</h2>
		<p>
			[example:webgl_camera camera ]<br />
			[example:webgl_interactive_cubes_ortho interactive / cubes / ortho ]<br />
			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic]<br />
			[example:webgl_postprocessing_advanced postprocessing / advanced ]<br />
			[example:webgl_postprocessing_dof2 postprocessing / dof2 ]<br />
			[example:webgl_postprocessing_godrays postprocessing / godrays ]<br />
			[example:webgl_rtt rtt ]<br />
			[example:webgl_shadowmap shadowmap ]
		</p>

		<h2>Constructor</h2>
		<h3>[name]( [param:Number left], [param:Number right], [param:Number top], [param:Number bottom], [param:Number near], [param:Number far] )</h3>
		<p>
			left — Camera frustum left plane.<br />
			right — Camera frustum right plane.<br />
			top — Camera frustum top plane.<br />
			bottom — Camera frustum bottom plane.<br />
			near — Camera frustum near plane.<br />
			far — Camera frustum far plane.<br /><br />

			Together these define the camera's
			[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
		</p>

		<h2>Properties</h2>
		<p>
			See the base [page:Camera] class for common properties.<br />
			Note that after making changes to most of these properties you will have
			to call [page:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
		</p>

		<h3>[property:Float bottom]</h3>
		<p>Camera frustum bottom plane.</p>

		<h3>[property:Float far]</h3>
		<p>
			Camera frustum far plane. Default is `2000`.<br /><br />
			Must be greater than the current value of [page:.near near] plane.
		</p>

		<h3>[property:Boolean isOrthographicCamera]</h3>
		<p>Read-only flag to check if a given object is of type [name].</p>

		<h3>[property:Float left]</h3>
		<p>Camera frustum left plane.</p>

		<h3>[property:Float near]</h3>
		<p>
			Camera frustum near plane. Default is `0.1`.<br /><br />

			The valid range is between `0` and the current value of the [page:.far far] plane. Note that, unlike for the [page:PerspectiveCamera], `0` is a
			valid value for an OrthographicCamera's near plane.
		</p>

		<h3>[property:Float right]</h3>
		<p>Camera frustum right plane.</p>

		<h3>[property:Float top]</h3>
		<p>Camera frustum top plane.</p>

		<h3>[property:Object view]</h3>
		<p>
			Set by [page:OrthographicCamera.setViewOffset setViewOffset]. Default is
			`null`.
		</p>

		<h3>[property:number zoom]</h3>
		<p>Gets or sets the zoom factor of the camera. Default is `1`.</p>

		<h2>Methods</h2>
		<p>See the base [page:Camera] class for common methods.</p>

		<h3>[method:undefined setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
		<p>
			fullWidth — full width of multiview setup<br />
			fullHeight — full height of multiview setup<br />
			x — horizontal offset of subcamera<br />
			y — vertical offset of subcamera<br />
			width — width of subcamera<br />
			height — height of subcamera<br /><br />

			Sets an offset in a larger
			[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum]. This
			is useful for multi-window or multi-monitor/multi-machine setups. For an
			example on how to use it see [page:PerspectiveCamera.setViewOffset PerspectiveCamera].
		</p>

		<h3>[method:undefined clearViewOffset]()</h3>
		<p>Removes any offset set by the .setViewOffset method.</p>

		<h3>[method:undefined updateProjectionMatrix]()</h3>
		<p>
			Updates the camera projection matrix. Must be called after any change of
			parameters.
		</p>

		<h3>[method:Object toJSON]([param:Object meta])</h3>
		<p>
			meta -- object containing metadata such as textures or images in objects'
			descendants.<br />
			Convert the camera to three.js
			[link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
		</p>

		<h2>Source</h2>
		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
		</p>
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